Deadlands Reloaded - One Sheet - Eyes Like Embers

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EYES LIKE EMBERS

A Savage Worlds One Sheet™ by Matthew Cutter


for use with Deadlands: The Weird West

Wherein a train’s passengers are stranded in Elko, Nevada...and soon discover a fearsome threat!

THE STORY SO FAR Elko, Nevada


The Denver-Pacific trainyards at Elko, Nevada are Fear Level: 2
legendary in the Tombstone Epitaph for their “unclaimed Elko used to be the eastern terminus of the Central-
freight”—misrouted parcels that ended up lost in the Pacific railroad. When the Great Quake put that
vast, dusty warehouses. The legends are true. One of company out of business, Denver-Pacific built a spur to
those parcels—containing four specimens of a new Elko. These days it’s a nearly forgotten place, used as
type of nosferatu—was originally destined for Baron a mining freight and supply center by Denver-Pacific
LaCroix. The Agency’s been looking for it ever since... and Empire Rails. The only permanent residents are
rail workers—with a population of 42.
THE SETUP
Run this tale of horror when the characters are There’s not much to Elko besides sprawling
traveling by train through Nevada. Without warning railyards, and dozens of warehouses lined up in
a loud BANG! sounds from up ahead of the heroes’ the sweltering heat. Five buildings are dedicated to
passenger car. The steam engine has blown several housing many more workers than live here now. They
gaskets in spectacular fashion, killing the engineer, contain barracks, mess hall, privies, and so forth.
coalman, and brakeman instantly. Though Elko’s warehouses contain hundreds of
The nearest settlement is the Elko trainyards, about pounds of ghost rock and various mining supplies
five miles away. The posse and the train’s other at any one time, they aren’t even guarded. It’s hard
passengers are stranded in the burning Nevada desert. enough to get to Elko, much less get back out with
enough fundaments to make any difference.
Dwindling Options
The engine can’t be fixed. Success on a Repair roll
at –4, or use of an appropriate power or Edge, gets
the train running long enough to limp into Elko. After
that point it does not function without major repairs.
Otherwise the passengers have to walk, which
takes about two hours and isn’t easy in the 100-degree
heat. Apply the rules for Heat (see Savage Worlds);
characters need to make a single Vigor roll for the trek.
The train’s other passengers aren’t happy about
walking or being stranded, but they follow the posse’s
lead with a minimum of complaints. The secret US
Agent among them keeps a low profile...for now.
• Conductor J.P. Halstead: Use the Union Blue
Rail Warrior profile in the Deadlands Marshal’s
Handbook. He’s armed with a Gatling shotgun
(Range 12/24/48, Damage 1–3d6, RoF 2). In fact,
“Halstead” is Jacques Poilot, a secret agent of
Bayou Vermilion who’s also looking for the lost
cargo—and sabotaged the locomotive!
• Passengers (11): Use the Townsfolk profile in the
Deadlands Marshal’s Handbook, adding individual
characters as desired.
Agent Clarence MacDonald: See opposite page. If
asked, he says his name is “Dan Worthington.”

© 2015 Pinnacle Entertainment Group. Savage Worlds, Deadlands, and


all related original characters, marks and logos are trademarks of Pinnacle
Entertainment Group. All rights reserved.
STRANDED! That’s where Agent MacDonald steps in. He knows
If train conductor (and Bayou Vermilion spy) J.P. ghostferatu can be hurt by a weapon smeared with
Halstead is with the group when they reach Elko, he a clove’s worth of garlic—and he has some to spare.
explains the situation to the workers on site. If not, MacDonald also knows that unless they destroy the
simple success on a Persuasion test convinces the ghostferatu hearts, the fiends can’t truly be stopped.
Denver-Pacific personnel of the posse’s sincerity. J.P. Halstead does whatever he can to subtly hinder
Denver-Pacific engineers offer the passengers food, the posse’s efforts. His goal is to escape Elko with the
water, and lodging in an uninhabited barracks. It’s a cannister containing the ghostferatu hearts.
no-frills situation. They are stranded in Elko for seven
days until the next train comes through. Cellar Dwellers
The vampires hide in a warehouse cellar during the
Unclaimed Freight day. Success on a Tracking roll at –4 leads searchers
With a Common Knowledge roll, one of the to the correct building. Inside, a Notice roll (–2) finds
hombres remembers reading about Elko’s mysterious a trapdoor to the cellar. In the corner sits a riveted
warehouses in the Epitaph. Or perhaps a passenger copper cylinder about two feet tall: It contains the four
mentions Elko’s fabled “unclaimed freight.” ghostferatu hearts, which are destroyed if exposed
to sunlight. There is no direct sun in this part of the
Excited murmurs run through the passengers, and
warehouse, or in the nosferatu’s bolthole.
some decide to spend their seven days rooting around
for riches. Denver-Pacific workers quickly dispel that
notion, insisting that Elko’s warehouses are off-limits.  Agent Clarence MacDonald
Clarence MacDonald got his start in Gomorra,
The posse’s welcome to spend the time as they wish. California Territory, where he infiltrated most of the
But there’s no hotel or saloon in town, so entertainment town’s factions without revealing his true identity.
is a rare commodity. When his cover was finally blown, Agent Hattie
Fateful Discovery Lawton helped him fake his own death. Now he ranges
That night four passengers ignore the workers’ across the Weird West, undertaking missions in the
warnings and sneak out to explore warehouses. After Union and the CSA as his superiors request.
a few hours, they find a large crate hidden in a dark Attributes: Agility d12, Smarts d8, Spirit d6, Strength
corner. They bust it open, not noticing the addresee d6, Vigor d6
under a thick layer of dust: Baron Simone LaCroix. Skills: Climbing d6, Fighting d12, Guts d4, Healing
Out burst four hungry nosferatu. They pounce on d4, Investigation d6, Knowledge: Law d4, Knowledge
the hapless passengers and quickly overpower them. (Occult) d6, Lockpicking d6, Notice d4, Persuasion d4,
In 1d6 hours, the fiends double their numbers when Shooting d12, Stealth d10, Streetwise d4, Tracking d4
the dead passengers rise. Cha: 0; Grit: 5; Pace: 6; Parry: 8; Toughness: 8 (2)
Worse, these aren’t your garden-variety “nose Hindrances: Vow (Serve the Agency), Cautious,
ferrets.” Created by a foul arcane ritual, their hearts Vengeful (Minor)
are removed—and stored elsewhere for safety—and
Edges: Agent, Alertness, Brawny, Martial Arts, Quick
replaced with a burning ember of ghost rock. The
Draw, Thief
resulting “ghostferatu” have burning orange eyes, and
are far more persistent than their counterparts. Gear: Agency papers (sewn into a secret flap in
wallet), LeMat Undertaker (Range 12/24/48, Damage
• Ghostferatu (4): Use the Nosferatu stats in the
2d6, RoF 1, AP 1), Gatling pistol (Range 12/24/48,
Deadlands Marshal’s Handbook, but add Low Light
Damage 2d6+1, RoF 2, AP 1), garrote, Bowie knife
Vision and Weakness (Garlic). Even if they are
(Str+d4+1, AP 1), lockpicks, black duster (Armor
killed, ghostferatu rise each night until their hearts
+2, torso), Fugitives from Justice in the Confederacy
are destroyed. Their Infection ability causes victims
(including Chapter 13), reporter credentials, fancy
to rise as typical nosferatu.
clothes, pencil, notepad, $124.80.
• Nosferatu (4): See the Deadlands Marshal’s
Steamer Trunk (stored in the train’s baggage car):
Handbook.
Gatling rifle (Range 24/48/96, Damage 2d8, RoF 2,
BLOODSUCKING FREAKS AP 2), 2x ground stakes (hollow railroad spikes with
On the second night and each night thereafter, the a hidden compartment), silver ingot (stamped with
ghostferatu and their spawn range out in pairs. If Sweetrock logo), 10x garlic cloves, Epitaph camera and
they’re not stopped, they keep infecting passengers 12 photographic plates, Texas Ranger badge, bible,
and workers until the posse faces a veritable mob. shovel, 50 ft. rope, wood saw.
“Clarence MacDonald” created by Benjamin Eisen.

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